So I am aiming to make a Harvest moon-esque game. I'm trying to hash out the farming mechanics before I go to far, now I'm wondering if it's even possible.

Initially I wanted to make the farming using a grid with hotspots and objects (ie using the hoe on the hotspot makes object dry soil visible, using the inventory object seed makes sowed soil visible. This may seem like a lot of objects but it's the scripting I have an easier time grasping, if it weren't for the object limit it would be possible.

Here is my layout with the temporary/working grid background. I then thought of changing to 150x150 squares instead of 50x50. then there would only be 32 plots. The problem is I need several objects for each plot (dry soil/ wet soil/ the different phases of plants)which makes it over 40 items quickly. Is there an easy solution, or at least easyish enough to learn?(screen size is set to 1280x720)

(I think a goal for the development of AGS is to remove such limits but I'm not sure whether this is in a released version, or whether it's being worked on yet.)

You may use characters to fake objects, but IMO this may not be the best solution.

As the stuff are put on a grid you may make a dynamic sprite the size of the field, assign it to a single object, and then use drawing surface commands to place tiles on it. If you what to which tile the player has clicked on the field you may use relatively simple calculation from coordinates of the cursor to determine.

Thank you for the feedback. I've been reading the manual and starting to understand what these can do and how they can be better than objects for my purposes. Are there any tutorials or simple demos anyone knows of to learn them better?

Thanks for taking the time to help me. I have combined advice and implemented it in a way that works. My brain is mad at me but I am happy to have been pushed to learn a little more

I'm starting to understand the enums and arrays a little better. I did put the // handle mouse click part into my room and it does what it say "you clicked on tile." I'm just not sure how to combine that with the actual players interaction, so I will just use hotspots, but I no longer need to use objects . I also applied using arrays to my friendship levels for npcs. Now onto all the other challenges xD

Here's my new room script if curious

Code: Adventure Game Studio

//garden variables for tool progress

//(rusty hoe will take 3 "hits" as opposed gleaming hoe which only needs 1, ect.)